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SexLab Rape


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Posted
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Requirements:

 

SexLab Framework
SexLab Aroused Framework
SexLab Defeat

 

Summary:

 

This is a new take on LoversVictim. Your player walks around the Skyrim world, and NPCs that are aroused past a certain threshold decide to rape you. You can never feel safe around other people.

 

Basically, it is a very simple mod that uses SexLab Aroused to scan for aroused NPCs near you and determines their arousal level and if certain criteria are met, it causes them to attack you. I didn't see the point to get into complicated attack logic; I simply figured that Defeat does a great job of attack, so why not just trigger Defeat via Combat.

 

Thoughts?


 

Posted

Tried this for a bit.

 

I was looking for a mod like this. Something like Aroused Creatures, but with humans and whatever. Where they could chase and rape you. And this seems to fit that tiny gap, between, "only enemies" and "If you give/get permission".

 

Engaging in combat isn't quite what I was expecting or hoping for, but it makes sense and since it uses SL-Defeat it's fine.

 

-

However, biggest issue so far is NPC intervention. In SL-Defeat having that option enabled (It is by default I think) causes all nearby NPCs to come to your aid, which means the whole town will start attacking the aggressor. So you'd have to disable that. I did disable that option and I've had other NPCs come over and attack the aggressor, and it just ends up in a big fight and half the town dead.

 

As it is now, I can't see me using this mod because of that.

 

-----

 

Also, I'm not exactly sure what "No Rape Combat Death" means. It's enabled by default, but seems like it's directly against what this mod is trying to do. I mean if it's "no rape" doesn't that just make NPCs attack you for no reason? Maybe it's me, but I don't get it's purpose, and would appreciate some explanation on what that does exactly.

 

------

 

What would make this better: Less combat. I think it's a great that it ties in with SL-Defeat. Defeat is proven and widely used, and having SLR just create a situation where Defeat is activated is great. But the problems are from how combat and NPC aggression works in Skyrim itself. And that can't really be fixed.

 

So, I think a better way, to fit this mod in, would be to not use defeat at all. Either have the Player and NPC teleported to a nearby and secluded location, (Sort of a Drugged>dragged>raped thing.)

 

Or do what Aroused Creatures does and have an NPC chase you and just trigger a scene to play.

 

-----

 

Other than that, I like the mod. For being your first from scratch mod, it's not bad. It runs well, and I haven't had technical issues with it so good work. It's more than I can do.

Posted

some cells, like in the holds, could be stalking only cells where it sets them to follow you.  you could even add a dialogue with the chance to scare em off before you move into unsafe areas with them stalking you. that could avoid most of the npc interaction/interruption.

Posted

I love that you made this mod. The other sudden rape logic wasn't really working to me as my heroine normally was much more powerful than the attacker. It would be epic, if this would trigger a fist fight brawl that would end when either the player gets raped or the attacker falls on his knees in bleed out state. After a few minutes it could restore the previous relationship with the npc. Thanks for making this!

Posted

Yeah let the NPC approach your PC first and ask/intimidate your PC to do so, and based on hos your PC response the NPC will react according to your event's setting.

Posted

Please give both the file itself and the ingame MCM a meaningful name, e.g. "SexLab Rape (Combat) - v0.4" and "SexLab Rape".

 

An option to allow only female NPCs, only male NPCs or both to assault you would be nice.

Posted

If you're thinking about a touch of realism for this mod, a better solution to 'nobody helps the player' might be 'other NPCs help their friend, the attacker'. In other words, if some NPC decides to rape the player, his/her friends will assist that NPC, maybe indicating some sort've pre-planning between cohorts to bring down the mighty Dragonborn (or just adventuress if you're not following the story).

 

I think this is more realistic than some random towns-person believing he's going to bring down this heavily-armed adventuress by himself. Numbers, however, bring confidence! ^_^

Posted

My ideal situation is when NPC in high aroused(or PC is nude or wear exposed clothes or other conditions) will track PC for a while.  

If PC isn't get rid of stalker promptly, it will trigger struggle(Defeat) directly, without battle.

Posted

Hey dude, I suggest you to not deal with combat especially in cities.

 

You can use the function StartScene of DefeatConfig, with this function you can start a scene with 5 predefined aggressors with any custom setting even out of combat, this allows for some cool stuff in dark alley in cities -> Line of sight + high arousal the aggressor(s) go toward the player and knock them down if there is no witnesses and from behind...

I actually though of adding such a feature.

 

You just have to create the right mechanics to get potential aggressors around the player.

Actor Aggressor1
Actor Aggressor2
Actor Aggressor3
Actor Aggressor4
Actor Aggressor5

RessConfig.StartScene(Aggressor1, Aggressor2, Aggressor3, Aggressor4, Aggressor5)

; If you want custom scene:

RessConfig.StartScene(Aggressor1, Aggressor2, Aggressor3, Aggressor4, Aggressor5, CustomSettings = True)

; You can check every setting and what they do in the function itself

Make me think that I need to add a function for knocking down the player also.

 

Edit: Actually, I'm going to improve this function for 5.3.2 so don't use it just yet, also if you want me to add anything tell me.

 

Posted

You should make it that when the NPCs are beyond a specific arousal threshold that they confront you first and use dialogue to threaten the PC for forced sex, and that the PC can use "persuade" (like "There are better looking girls out there", "intimidate" (like "I'll call the guards") and/or pay gold to have the NPCs leave the PC alone.

 

Obviously there should be a probability that the NPCs ignore the PC's offers/dialogue and then rapes the PC. But the probability should also be dependent on the NPCs arousal as in if the arousal is 100 then most likely ignore the PCs offers but if only slightly above the threshold, maybe NPCs leave PC alone etc.

 

Also, am surprised that no mod like this exists yet.

Posted

Oblivion's LoversStalker added stalkers which you could shoo away by readying your weapons.

 

You could make NPCs follow your character, and if you do not notice them they will eventually assault you (skipping combat), but if you are aware of them you can get rid of by readying your weapons and looking at them.

That way you avoid possible game-breaking combat inside a city, but the highly-armed dragonborn is not helpless against their aggressors.

Posted

The function I talking you about is about surrender, knockdown/knockout outside of combat, I have improved it in my next update:

Bool Function StartScene(Actor[] TheActors, Bool ForceSurrender = False, Bool ForceKnockOut = False, Bool ForceAutoResist = False,Bool CustomSettings = False, Bool PostAssaultOnly = False, String ForcedScene = "", String Scenario = "", Bool AllowStaydown = True, Bool AllowResist = True, Bool AllowRob = True, Bool AllowRelation = False, Bool AllowWitness = False, Bool AllowCommentary = False,Bool AllowPlayerCommentary = False)

You can pass up to 10 aggressors, force a surrender, a knock out, an auto resist and force an event at the end.

 

Examples:

; Normal knockdown:
Actor[] SceneAggressors = new actor[1]
SceneAggressors[0] = Aggressor
If DefeatUtil.StartScene(SceneAggressors)
    Debug.Notification("The scene started")
Else
    Debug.Notification("The scene failed")
Endif

; Surrender
Actor[] SceneAggressors = new actor[1]
SceneAggressors[0] = Aggressor
If DefeatUtil.StartScene(SceneAggressors, ForceSurrender = True)
    Debug.Notification("The scene started")
Else
    Debug.Notification("The scene failed")
Endif

; Knockout
Actor[] SceneAggressors = new actor[1]
SceneAggressors[0] = Aggressor
If DefeatUtil.StartScene(SceneAggressors, ForceKnockOut = True)
    Debug.Notification("The scene started")
Else
    Debug.Notification("The scene failed")
Endif

; Make the player auto resist using the struggle function of defeat:
Actor[] SceneAggressors = new actor[1]
SceneAggressors[0] = Aggressor
If DefeatUtil.StartScene(SceneAggressors, ForceAutoResist = True)
    Debug.Notification("The scene started")
Else
    Debug.Notification("The scene failed")
Endif


; Then if you wish to customize the scene you set CustomSettings to true and you play with the options.

This scene would knockout the player and trigger a post assault event without any sexual assault (PostAssaultOnly), you could make it so the player is teleported with his attacker by registering an event.

RegisterForModEvent("YourEvent", "OnYourEvent") ; register the event on your script

Actor[] SceneAggressors = new actor[1]
SceneAggressors[0] = Aggressor
If DefeatUtil.StartScene(SceneAggressors, ForceKnockOut = True, CustomSettings = True, PostAssaultOnly = True, ForceEvent = "YourEvent")
    Debug.Notification("The scene started")
Else
    Debug.Notification("The scene failed")
Endif

Then your script will receive the event:

Event OnYourEvent(string eventName, string strArg, float numArg, Form sender)
	Actor Aggressor = DefeatUtil.GetLastPlayerAggressor()
	; do stuff
EndEvent

Well this is a lot for only starting an event so you could just build your own knockout-teleport mechanics if you choose to do such a feature.

 

 

You can use it in a scenario where the player is knocked out by a stalker that they did not see coming from behind for example. :)

 

Btw nice ideas Tedii and Someone.

Posted

 

 

You should make it that when the NPCs are beyond a specific arousal threshold that they confront you first and use dialogue to threaten the PC for forced sex, and that the PC can use "persuade" (like "There are better looking girls out there", "intimidate" (like "I'll call the guards") and/or pay gold to have the NPCs leave the PC alone.

 

Obviously there should be a probability that the NPCs ignore the PC's offers/dialogue and then rapes the PC. But the probability should also be dependent on the NPCs arousal as in if the arousal is 100 then most likely ignore the PCs offers but if only slightly above the threshold, maybe NPCs leave PC alone etc.

 

Also, am surprised that no mod like this exists yet.

  

 

The reason I do the combat is because I want the player to have the chance to fight or run away.  I liked how LoversVictim had it, but the brawl had too many bugs in it, plus I have weapons and someone wants to rape me but I only use my fists? Not very realistic.

 

Oblivion's LoversStalker added stalkers which you could shoo away by readying your weapons.

 

You could make NPCs follow your character, and if you do not notice them they will eventually assault you (skipping combat), but if you are aware of them you can get rid of by readying your weapons and looking at them.

That way you avoid possible game-breaking combat inside a city, but the highly-armed dragonborn is not helpless against their aggressors.

  

 

...

 

 

The function I talking you about is about surrender, knockdown/knockout outside of combat, I have improved it in my next update:

Bool Function StartScene(Actor[] TheActors, Bool ForceSurrender = False, Bool ForceKnockOut = False, Bool ForceAutoResist = False,Bool CustomSettings = False, Bool PostAssaultOnly = False, String ForcedScene = "", String Scenario = "", Bool AllowStaydown = True, Bool AllowResist = True, Bool AllowRob = True, Bool AllowRelation = False, Bool AllowWitness = False, Bool AllowCommentary = False,Bool AllowPlayerCommentary = False)
You can pass up to 10 aggressors, force a surrender, a knock out, an auto resist and force an event at the end.

 

Examples:

; Normal knockdown:Actor[] SceneAggressors = new actor[1]SceneAggressors[0] = AggressorIf DefeatUtil.StartScene(SceneAggressors)    Debug.Notification("The scene started")Else    Debug.Notification("The scene failed")Endif; SurrenderActor[] SceneAggressors = new actor[1]SceneAggressors[0] = AggressorIf DefeatUtil.StartScene(SceneAggressors, ForceSurrender = True)    Debug.Notification("The scene started")Else    Debug.Notification("The scene failed")Endif; KnockoutActor[] SceneAggressors = new actor[1]SceneAggressors[0] = AggressorIf DefeatUtil.StartScene(SceneAggressors, ForceKnockOut = True)    Debug.Notification("The scene started")Else    Debug.Notification("The scene failed")Endif; Make the player auto resist using the struggle function of defeat:Actor[] SceneAggressors = new actor[1]SceneAggressors[0] = AggressorIf DefeatUtil.StartScene(SceneAggressors, ForceAutoResist = True)    Debug.Notification("The scene started")Else    Debug.Notification("The scene failed")Endif; Then if you wish to customize the scene you set CustomSettings to true and you play with the options.
This scene would knockout the player and trigger a post assault event without any sexual assault (PostAssaultOnly), you could make it so the player is teleported with his attacker by registering an event.

RegisterForModEvent("YourEvent", "OnYourEvent") ; register the event on your scriptActor[] SceneAggressors = new actor[1]SceneAggressors[0] = AggressorIf DefeatUtil.StartScene(SceneAggressors, ForceKnockOut = True, CustomSettings = True, PostAssaultOnly = True, ForceEvent = "YourEvent")    Debug.Notification("The scene started")Else    Debug.Notification("The scene failed")Endif
Then your script will receive the event:

Event OnYourEvent(string eventName, string strArg, float numArg, Form sender)	Actor Aggressor = DefeatUtil.GetLastPlayerAggressor()	; do stuffEndEvent
Well this is a lot for only starting an event so you could just build your own knockout-teleport mechanics if you choose to do such a feature.

 

 

You can use it in a scenario where the player is knocked out by a stalker that they did not see coming from behind for example. :)

 

Btw nice ideas Tedii and Someone.

 

Yeah, many people would like that features too.

Posted

Just tried this mod last night on a new game based in Riften (it was v4 of your mod). I got notification on screen that someone was trying to rape my character (but she was 'otherwise engaged') and the potential rapist got attcked by guards and concerned citizens. Don't know if this was meant to happen but I think it's great! All the other 'rape' mods seem to allow attacks at random with no reaction (except for one mod that I can't recall the title of - it was to do with crowds) - this seems a lot more realistic. Going to get my girl to wander around in more deserted areas and see what happens. Great job with this, thanks for making it.

Posted

Your mod just initiates combat between an aroused character and yourself to make way for a random defeat scene right?

 

immediate combat initiation will undoubtedly cause very messy situations with quests and the like, not to mention guards accusing you of assault randomly when other npc's decide to jump to your defence only to get killed or end up killing someone you didn't want dead, the kind of aggravating shenanigans that makes you want to throw the computer out the window lol.

 

So...how about this, make it so an npc can approach you and initiate dialogue in a similar fashion to a surrender scene, add some immersive lines to fit the occasion from the aggressor, then you can use defeat's surrender dialogue to choose to submit or resist, if you choose to submit, an irresistable sex scene will start, if you resist than the aggressor will still attempt to take you but you can use defeat's resist function to break free and escape, which initiates combat afterward.

 

This will at least give you the ability to decide whether resisting in a populated area will cause an unwelcome ruckus.

 

I know that may sound slightly backwards, like why would you have to worry about resisting in a public area? but I think it would be the safest way to program it so you don't have random npc's causing constant chaos trying to get in your pants lol, we already have enough of that with random dragons and vampires deciding to storm the town gates and killing everyone just when your trying to talk to someone or do a quest or just want to mosey around and shop. ;) I'm sure this idea will of course need to be refined into something more suitable in future but it feels like a good place to start wouldn't you agree?

 

The thing that annoyed me about Lover's Victim was that the npc-npc rape function didn't work, at least not for me, I can't be the only one with that problem as the mod was pretty simple with few mcm options and minimal scripts I think, but npc's would never ever initiate with each other, since defeat already has a working npc-npc functionality adding a Lover's Victim style functionality to it would make an already great mod even better, and it'd mean one less esp for our load order's hopefully if it can be fully integrated with defeat one day.

 

What do you think of that? :)

Posted

If you disable "Witness Intervention" in Defeat, no NPC should be coming to your aid .. They're set to not help .. Only guards will help .. Your attackers should not die, they're set to essential .. Nobody should be dying .. If they are, please let me know and the conditions under which it happened ..

Posted

all I am getting is whoever it is wants to rape then right after whover it is feels discouraged????

Ok put this mod on a new start and it worked like it should only thing is even though I have witness intervention turned off it seems anyone who is friendly with you will automatically step up to try to protect you unto death it seems lol...

 

I have a cpl of follower mods that add npc through out skyrim that you can just go up to and when you talk to them it automatically gives you the follow me dialog  so they are set up I guess as friends or whatever...  Well the mod got set off in Riverun at the inn where there is a follower and yeah he fought for me and died lol and I still got raped... (so mod is working and better then I thought!) Though I am guessing there are those who would preffer that those potential followers not die lol...

 

Thank You for this mod!

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